![]() |
|
|||||||
| Tips and Hints Different solutions, tips and hints. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Fatt_Shade, thank you for your post.
1. I still believe that my finding is an exploit, regardless if it was intended or not. It is an easy way to beat mighty enemy armies on impossible difficulty level, it is repetitive, boring, and motivates players to do it if they want to get strong, and not lose army. There should be some penalty to do it in the game, such as game time penalty. I did not notice any penalty, only on my own time commitment for doing it. The way around this exploit to continue to enjoy the game: create self-made rules to play. For example: do not use inquisitors or do not use charges. Yet, even this does not solve the exploit completely. 2. No, it is not only good for replenishing mana and rage. Those are only icing on the cake. I also earn about 20,000 gold with the search function on all enemies. Plus I start with only 1 evil beholder and raise 49 with one casting of sacrifice. That is worth over 30,000 gold. Plus I end the battle with full army, since I use gift and resurrections. All the five slots are at full leadership, so my ending army is stronger than my beginning army in most of my battles. Plus, the more I use my rage box, the more experience they gain. So I kill the enemy slowly with rage box, not with units. Doing this even without mana and rage maxing is about 200 rounds, which is not 1 hour, but 5 hours (per battle). This is not only an exploit, but boring to a level to make my interest disappear for this otherwise great game. 3. Yes, it works best under circumstances I described earlier, but it already works with inquisitors and level 1 Lina, whom I have since my hero was level 10. Maybe I can get this earlier, which I don’t know since this is my second game (also the last). I lost my first game due to unknown castle defenders, which I posted in the other thread (another major weakness of this game). 4. This exploit also works against enemy shooters and no retaliation melee attackers, such as elf, hunter, sprite, lake fairy, imp, scoffer imp, etc. Of course, I may use poison skull or other spells to kill demons faster than with fireball. 5. Then the issue of charges landing randomly. Sure they do, but I press wait and try to force the enemy to move all units and then I lay charges. After that I pick them up quickly with 5 of my units, one of which is an initiative 8, speed 7 sprite (with Anga’s Ruby), but I would do just fine even without that. No need for a sure way to catch them all. I have a 99+% success rate in picking up and that is more than enough. 6. Barbarians are just an example, they are not essential. However, they are controllable, it is not the way as you stated. They have speed 3, which helps to evade slow enemy and pickup charges, they fight decently if necessary, and they are super-cheap and abundant to buy in case I sacrifice too many by accident. They also have mighty HP to feed sacrifice. 7. I hope you are right about Crossworlds. Based on your recommendation, I will give it a try, but I am not very optimistic, since all commercial games I know are too repetitive, primitive in AI, have bugs or exploits, and quickly become boring due to lack of challenge (at least the turn based strategy games, since I like those most). If you know a good turn based strategy game that is not like this, please inform me. Thanks a lot, |
|
#2
|
|||
|
|||
|
1) Every game ever created have some cheat in it, it`s just matter of time before some player find it, so it`s not fatal thing you found out. It`s just matter of why you do it ?
In KB-tL hero is limited to 30 lvl, so are rage spirits, so you can do this but only for some time before lvling up spirits. One other thing, spirit exp is determined by current enemy army on battlefield, so if you leave 1 tohrn hunter against your full army and spend 100+ turns to sacrifice units, resurrect, gather mana/rage no exp will come form all that time. And hero exp is already determined by starting enemy army, so it doesn`t matter if you start battle with 1 peasant or 100 black dragons, your heroexp will be same. 2) As i said above, you can start battle with only 1 unit, and then finish with full leadership army, but what then ? You dismiss all those units before starting another battle. And it`s as you say boring as f..k. 3) Hm . . . getting lina before 10lvl, i`m not sure it`s possible, but you need lucky james underground map for it. If you dont fight him, but pay him for map i guess it could be done at even lower lvl, and you`ll lose only 2000 or so exp, from battle with lucky james 5) Yea i get how it works, but it is easy against AI. With human opponent (as in HoMM hot seat, or any other multi player option this tactic wouldnt work 0.1% ) 6) Ok, my bad, in KB-AP/CW barbarians are uncontrollable. As soon battle start, they just rush at enemy units and you cant do s...t to stop them, so no easy way to prolong battle and run around picking chests, or mana charges 7) Try it, there are many interesting combo/builds in AP/CW. If you lik tL, you`ll like AP/CW also, it`s great game worked with allot of details, and there are great mods for it. Give it a go I just now checked lina.atom file. What mod you playing ? In original game file max lvl you use 45 rage, for 6 charges 3mana/3rage for 10 each, so you all time spend 45 rage to get 30 mana/rage from 3 charges. Later in battle your rage income is almost 0, so i dont think with only inquisitors you will be able to keep rage on max to do this for 200+ turns. Something in your game/data/data.kfs/lina.atom is changed, or you have file from some mod that changed lina`s skills. Last edited by Fatt_Shade; 11-25-2011 at 01:29 PM. |
|
#3
|
|||
|
|||
|
There is no "finding". It's years old. We've been discussing these tactics in 2008 during the beta already.
|
|
#4
|
|||
|
|||
|
In this case, quite a shame that no one took it seriously enough to make a patch for it over 3 years (worse, a million years in Vulture’s calendar).
|
|
#5
|
|||
|
|||
|
I have never really used sacrifice in AP. It has different OP combos, "exploits" from legend were nerfed bad in AP, and most of Legend tactics will not work there
However the game is not free from such things, they are just different. Many poeple comnsider map kiting a cheating for example. In AP if u have proper army setup u can win almost any fight without spending 100 +turns on rezzing, making it much ennjoyable. I never bother to do no loss campaign ( 0 units lost in whole capaign) in Legend since its tiresomne and boring., But i did in AP. And it was fun. Last edited by Elwin; 12-17-2011 at 08:24 AM. |
|
#6
|
|||
|
|||
|
Fatt_Shade (and Elwin),
Based on your post here I bought and tried out Kings Bounty Crossworlds. I played the Orc campaign immediately on impossible level and it is again very easy to win and the game is full of exploits, although different ones. Here are but a few: 1. Rune mage exploit 1. Find a battle and single out a marauder enemy and don’t kill it (the larger the better). Use illusion repeatedly and search every dead body with your marauders. Let the enemy marauder kill your illusion marauders, which provides “infinite” gold to the hero. Again extremely boring and time consuming, but gold problem is solved. 2. Rune mage exploit 2. Find a battle with inquisitors enemy and use illusion on them repeatedly to earn “infinite” experience for your dragon and spend a large amount of rage to earn level 3 medal in dragon rage. Use resurrection and holy anger as needed. Boring, but dragon level and rage medal is solved. 3. Use stone wall repeatedly to spend little rage and earn 33% of it back by destroying it for 20 turns. Boring, but earns a lot of rage. 4. Most medals are boring to earn and time consuming and motivates player to drag out already won battles. 5. Mana recharge in numerous ways. Repetitive, boring. My conclusion: KB should be played by a long list of self made rules, such as no inquisitors, no rune mages, no emerald green dragons, no stone wall, and consider battle lost if I did not win in 15 turns, etc. These are in addition to my earlier rules, which are to play impossible and load game is only allowed to continue from the latest position saved. Must save immediately before quitting. Overall, these KB games would have a potential to become a great game, but they suffer from major exploits now and are childish with virtually no challenge for even minimally experienced players, like me. I am yet to try out the mods, such as red sands, but I suspect that they suffer from similar problems. If you know a mod, which has no known exploit, please let me know. Thanks, |
|
#7
|
|||
|
|||
|
@WhiteMage About your `exploits`:
1) no need for AP, in tL it`s doable with gift spell and since marauders are 2nd lvl unit, for only 10 mana you refresh their looter ability and good to go. I played warrior last game on Homm3 babies mod and by 14th lvl got about 2million gold with only 1 marauder. And before illusion spell didnt leave corpses in field which is normal since you `created` those units it`s normal they dissepear after 3 turns. And how do you control enemy marauder (cast slow and keep on 2 squares form them i guess), and second much more important question how much enemy marauders you weave alive so they can kill your illusions ? Again time and nerves consuming for no reason at all. If this game lacks something it`s no gold. Every playthrough i did finished with more gold then i need (4,5 million was smallest amount)with only option to spend was buying runes. 2) Seems you dont get exp gain facts - as battle last longer your pet exp/mana/rage inflow is less. So casting illusion on inquisitors by 20 turn will give you 3-9 rage for all 3 charges, not worth of wasting time. Pet exp depends on enemy/your army ratio, as you kill enemy unit less exp you get for pet just look at firs turn exp info before you use some rage skill, and compare it to exp you get for same skill in 4-5 battle turn. It should be at least 4 times less exp. So i`ll say it again there is NO way to get `infinite`pet exp. Only possible scenario is against full range army and you using only pet skills that doesnt cause dmg and keep enemy army at full until some 100+ turns + keep your rage inflow at max because you dont attack so no rage from killing enemy + keep your army alive since they dont retaliate to enemy attacking them + by then mana will be on 0 so no resurrecting for you . . . Is this really worth it? Only gain from your exploit is maybe a bit boost to rage medal (i got it to 4th lvl even with mage hero with no prob, so it`s not that big deal). Also with normal playing every playthrough i got pet to 60 before my hero was 50th lvl (45-48 usually). 3) Again rage inflow drops during battle, so it`s not worth it. It`s changed since tL, in original game killing wall didnt give rage, since you spend rage to create it in first place it was logical. In AP/CW wall 12lvl for 40 rage gives only 52 exp, comparing this to dive that gives around 400+ exp, wall is useless for lvling up pet. It useful for protecting units/stopping enemy advancement not so much for exp gain. 4) Quote:
And it not most medals, only 4 out of 10 medals are dependant on spells/rage so in not MOST is only 40%. Trapper 3lvl doable in 15 battles (4x1 inquisitor + EGD), guardian angel with mage 3lvl in 13 battles (5x1 archmage). Fire mage/blind rage i admit it takes time but that`s 2/10 medals not even by a long shot MOST medals are time consumable. Even if you depend on blind rage for crit% in late game, you did something very wrong in your build. 5) Again were back to mana/rage inflow. Ok in AP/CW we have rage for mana spell, but even that wont work much after 30-40 turns so it`s not infinite,and mana doesnt effect any medals directly (if you didnt use mana in first 10 turns to build medals, after that it doesnt count, so why waste time to recharge mana that you have no need to spend in later turns? Only way to exploit mana recharge is trapper medal since killed units by trap doesnt limit to first 10 turns. But that`s only way. In tL we had chargers, in AP/CW mana recharger - similar, rage predator/mana well item in both games. Changes in later game are calm rage spell, transmutate skill. But why do you need so much mana ? If you only depend on mana to play game something is wrong. This is tactical game, you should use more approaches to it not only 1 way of playing. When they release some kind of multiplayer for this game (i hope at least HotSeat) many of this exploits will be useful as peasant with 3lvl berserker spell. All of what you said was found out long time ago, but if you wanted to give some contribution to new players at least explain it in a bit more detail : 1)how to keep your units alive with marauder combo, 2)how to keep enemy inquisitors from killing your weak units/target spell on rune mages, 3)why would you use wall if other pet skill bring 10x more exp then it, 4)think about medals before you say something completely untrue, 5)`infinite` mana when/how to use it since warrior doesnt need it, support mage also no use, only pure spell nuker mage have good use of it. |
![]() |
|
|